- Joined
- Dec 2, 2015
- Messages
- 83
- Reaction score
- 3
- Primarily Uses
Hi everyone I havent been on in a while and thought I would have to start from scratch, thankfully I was able to find an old flashdrive with lots of my data backed up. So I forgot some things but am relearning. Anyways There is a very specific move I made using yanflys battle engine motions. For specific reasons I decided to switch to victors battle motions and they same things can be done but there are slight variations in the coding language that dictates flags and setups. For some reason adapting to victors is proving harder for me. However as long as I have examples to reference I can pick up pretty quickly. So here is my most complicated move that incorporated if statements etc can anybody help me translate this from yanflys language to ve language so I have a reference point for future skills?
<damage formula>
if (user.isStateAffected(21)){
value = user.atk + user.agi*2 -target.def;
} else {
value = user.atk + user.agi -target.def;
}
</damage formula>
<Custom Apply Effect>
if (user.isLearnedSkill(48)){
user.forgetSkill(48);
user.learnSkill(54);
}
</Custom Apply Effect>
<custom remove effect>
if (user.isLearnedSkill(54)){
user.forgetSkill(54);
user.learnSkill(48);
}
</custom remove effect>
<target action>
animation 128: user, mirror
move user: targets, back base, 12
motion swing: user
face user: forward
animation 7: target
action effect
wait for movement
if user.agi>target.agi
wait: 20
motion swing: user
face user: target
animation 128: user
move user: target, front base, 12
animation 7: target
action effect
wait for movement
end
IF user.agi>target.agi*2
wait:20
animation 128: user, mirror
move user: targets, back base, 12
motion swing: user
face user: forward
animation 7: target
action effect
wait for movement
wait:20
motion swing: user
face user: target
animation 128: user
move user: target, front base, 12
animation 7: target
action effect
wait for movement
end
IF user.agi>target.agi*3
wait:20
animation 128: user, mirror
move user: targets, back base, 12
motion swing: user
face user: forward
animation 7: target
action effect
wait for movement
wait:20
motion swing: user
face user: target
animation 128: user
move user: target, front base, 12
animation 7: target
action effect
wait for movement
end
</target action>
Like how would I say that in VE battle motion terms? thats for my hardest attack so I figure if that can be explained I will be able to reference it for basic terms I guess.
also if anybody uses yanflys battle engine you can plug that into the notes to see what it does to get an idea of what im trying to accomplish in victors.
Im using victor engine because yanflys engine for whatever reason is not reading my spritesheets properly even with adjustments and victors graphic plugin reads them just fine.
Also Im practicing converting the language differences since posting this and so far I think its going good but is there an option for the "mirror" code in victors script? does anybody know?
<damage formula>
if (user.isStateAffected(21)){
value = user.atk + user.agi*2 -target.def;
} else {
value = user.atk + user.agi -target.def;
}
</damage formula>
<Custom Apply Effect>
if (user.isLearnedSkill(48)){
user.forgetSkill(48);
user.learnSkill(54);
}
</Custom Apply Effect>
<custom remove effect>
if (user.isLearnedSkill(54)){
user.forgetSkill(54);
user.learnSkill(48);
}
</custom remove effect>
<target action>
animation 128: user, mirror
move user: targets, back base, 12
motion swing: user
face user: forward
animation 7: target
action effect
wait for movement
if user.agi>target.agi
wait: 20
motion swing: user
face user: target
animation 128: user
move user: target, front base, 12
animation 7: target
action effect
wait for movement
end
IF user.agi>target.agi*2
wait:20
animation 128: user, mirror
move user: targets, back base, 12
motion swing: user
face user: forward
animation 7: target
action effect
wait for movement
wait:20
motion swing: user
face user: target
animation 128: user
move user: target, front base, 12
animation 7: target
action effect
wait for movement
end
IF user.agi>target.agi*3
wait:20
animation 128: user, mirror
move user: targets, back base, 12
motion swing: user
face user: forward
animation 7: target
action effect
wait for movement
wait:20
motion swing: user
face user: target
animation 128: user
move user: target, front base, 12
animation 7: target
action effect
wait for movement
end
</target action>
Like how would I say that in VE battle motion terms? thats for my hardest attack so I figure if that can be explained I will be able to reference it for basic terms I guess.
also if anybody uses yanflys battle engine you can plug that into the notes to see what it does to get an idea of what im trying to accomplish in victors.
Im using victor engine because yanflys engine for whatever reason is not reading my spritesheets properly even with adjustments and victors graphic plugin reads them just fine.
Also Im practicing converting the language differences since posting this and so far I think its going good but is there an option for the "mirror" code in victors script? does anybody know?
Last edited:
